Académique Documents
Professionnel Documents
Culture Documents
Using an Edutainment Approach of a Snake and Ladder game for teaching Jawi
Script
Hairul Aysa Abdul Halim Shitiq, Rohana Mahmud
Artificial Intelligence Department
Faculty Computer Science and Information Technology, University of Malaya
Kuala Lumpur, Malaysia
e-mail: {hairul_aysa, rmana}@um.edu.my
AbstractDue to rapid socio-economic changes in Malaysia,
the traditional way of writing the Malay Language using
Arabic characters is fading. Studies have shown that this
representation, called Jawi is becoming extinct due to its
difficulty in learning and teaching to the younger students. The
paper proposed a multimedia edutainment game based on
traditional Snake and Ladder game to teach the Jawi scripts.
The aim is to provide an interactive and an engaging way to
teach Jawi, in a manner it can evoke interest to primary school
students. The game is tested with Year One students and their
Jawi language teachers in one of the Malaysian Primary school.
The result shows that students interest level in learning Jawi
has increased using the proposed edutainment approach.
INTRODUCTION
I.
II.
III.
228
C. Educational Game
A game as an educational tool can be a good idea, as
with any kind of learning the most important challenge is to
spur interest in learners. It ensures that the end result is
enjoyable and fun rather than just reading a textbook [8]. An
educational game is a game designed to teach people,
typically children, about a certain subject or to help them
learn a skill as they played the game. Some people call these
types of games edutainment because they combine
education and entertainment [9]. Educational games will
train the child's ability to solve problems and think logically.
IV.
Figure 2. The data flow model of the Snake and ladders game, the
traditional and the proposed Jawi Snake and Ladder game
229
V.
Game Layout
allowed to move up to
ladders top if wrongly
answered the question.
STAGES
Explanation
Main Interface
Select Player
Roll Dice
Penalty
Question
Winner
Explanation
STAGES
Game Layout
TYPE OF
Question Layout
230
TYPE OF
QUESTION
Explanation
Recognize one
characters word
Recognize two
characters word
Question Layout
TYPE OF
QUESTION
Explanation
Recognize
number
Number of questions
14
12
10
8
6
4
2
0
VI.
13
8
6
3
3
1
3 3
1
3
Game Round
Ladder
Snake
USER EXPERIENCE
Trap
B. Question Testing
The aim of question testing is to ensure all the questions
are accurate and unambiguous with only one correct answer
for each question. The following figure 3 shows the number
of questions from the Snake, the Ladders and the bush. The
checked symbol () represents the correct answer for the
question while the symbol of cross (X) represents incorrect
answer. The spelling and the layout are also checked during
the testing.
The following Fig. 4 shows one the score results based
on student responses to the questions asked during the game
over five rounds, It is observed that the number of incorrect
responses decrease significantly as the number of rounds
increase. This is because as the game and the number of
rounds proceed, it is likely that the student ability to
familiarize with the game and interface increases. Crucially,
the students ability to remember Jawi scripts increases and
contributes toward answering responses correctly. Based on
CONCLUSION
231
VIII.
[4]
ACKNOWLEDGEMENT
[2]
[3]
232